my issue is that it's so limited in scope - with emplacement and the ability limited to adjacency it'd be fairly hard to get to use the ability before it's taken out (especially since the power level has increased that 30 Damage isn't hard to put on a figure with such a weak defense).

It's definitely a cool concept - just don't feel this particular execution of it is ready for primetime.

If it's a cool concept, give it a +1.

We're not voting on stats right now, just names (ideas) we want to develop. Making a piece immobile like this is one way to justify a low cost (e.g. cost 3). I think a low-cost tech piece that changes the terrain a little bit by boosting own cover and hindering the enemy's would be some added variety to the typical pieces we see. It won't replace anything - it's a totally different role, but it would be useful in places.

Maybe we boost the HP and make it cost 5 so it can earn gambit points. Maybe Speed 1 or Speed 2 is appropriate. At the design stage (regardless of what names are chosen), whatever stats people have posted are likely to be thrown out the window - or at least thrown into a heap with everyone else's ideas - as everyone jumps in to sort out the best way to represent the selected names.

fair enoughImmobilized Droid +1though I would suggest adding faulty/malfunctioning/damaged (or other such descriptive word) as a possibility for this characters name as well as even a speed 1 makes immobilized a bit inappropriate.

fair enoughImmobilized Droid +1though I would suggest adding faulty/malfunctioning/damaged (or other such descriptive word) as a possibility for this characters name as well as even a speed 1 makes immobilized a bit inappropriate.

Malfunctioning Droid is probably a better name. It comes from canon and it leaves design options open.

Emplacement (Cannot move or be moved. Set up anywhere on your half of the battle map.) Troop Cart (This character can transport up to 1 Large ally or 2 Small or Medium allies who end their moves adjacent to him. Remove those allies from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to him. They can make attacks, counting distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, all transported allies are also defeated; save 6.) This may smell bad, kid... (Characters removed from play by this characters Troop Cart ability gain Regeneration 10 until returned to play.)

Am I allowed to give a -1.I am in no way shape or form going to help make a piece that will hurt an all melee faction, and when that faction is already one of the weakest in the game. I was against Ysalamilri, and a fringe bubble, but I am 10 x more against a piece like this. And your stats are ridiculous. It's clear that you either have something against the vong or struggle when playing against them. One more reason I am against people posting there own stats here.

_________________"But one thing I have learned in this process is that flavor can't override the good of the game."-urbanshmi2-

Am I allowed to give a -1.I am in no way shape or form going to help make a piece that will hurt an all melee faction, and when that faction is already one of the weakest in the game. I was against Ysalamilri, and a fringe bubble, but I am 10 x more against a piece like this. And your stats are ridiculous. It's clear that you either have something against the vong or struggle when playing against them. One more reason I am against people posting there own stats here.

I'm sorry you feel that way. Like I said before, it was just an idea. It isn't perfect, the Vong Hunter part was just a thought. I was actually thinking of making it just give YVH1s Vong Hunter +20 to match YVH2s. I have nothing against Vong nor do I struggle against them as I rarely play against them. Nothing here is set in stone, we are just discussing ideas and concepts. This was simply a possible idea, I'd like to have YVH-Ms to go with YVH1 and 2.

Special Abilities Mercenary (This character can move only if she cannot make an attack from her starting space) Double Attack (On her turn, this character can make 1 extra attack instead of moving) Careful Shot +2 (On this character's turn, if he doesn't move, he gets +2 Attack) Grenades 20 (Replaces attacks: range 6; 20 damage to target and to each character adjacent to that target; save 11) Camaraderie (On its turn, an allied Mercenary character may use 1 Special Ability from any allied Mercenary character within 6 squarse.) Vibroblade (+10 Damage against adjacent enemies)

Commander Effect Mercenary followers, including this character, within 6 squares ignore the movement restrictions of the Mercenary ability.

Special AbilitiesTech Specialist (Replaces attacks; This character and an adjacent ally with Heavy Weapon gain Stable Footing. That character can move up to its speed both before and after attacking and must move simultaneously with this character.) Demolition Charge (Replaces turn: 1 adjacent Huge or larger enemy with Mounted Weapon is defeated; save 6) Enhanced Blasters (Allied characters that deal 10 Damage gain + 10 Damage within 6 squares of this character.)

Special AbilitiesTwin Attack (Whenever this character attacks, he makes 1 extra attack against the same target) Double Claw Attack (On his turn, this character can make 1 extra attack instead of moving; both attacks must be against adjacent enemies) Life Debt (If an allied character would take damage instead of this character, for the rest of the skirmish this character gains the following; This character gains Momentum and Penetration 20 when attacking enemy who has dealt damage to an allied character this round.)

Commander Effect Wookie followers who begin the Skirmsh adjacent to this charcater gain Life Debt until the end of the Skirmish.

Oh and +1 to the Tauntaun, Pirate, Killik, Merc, slicer, deshade(sp) and Sarlac.

UniqueMelee Attack (Can attack only adjacent enemies)Affinity SeparatistEvade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)Speed 8 (Can move up to 8 squares and attack, or 16 squares without attacking)Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)Mighty Swing (On his turn, if this character doesn't move, he gets +10 Damage against adjacent enemies)Triple Attack (On his turn, this character can make 3 extra attacks instead of moving)Force PowersForce 2Force Renewal 1 (This character gets 1 Force point each time he activates)Lightsaber Block (Force 1: When hit by a melee attack, this character takes no damage with a save of 11)Force Push 2 (Force 2, replaces attacks: range 6; 20 damage; push back target 2 squares if Huge or smaller)Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11)Whirlwind Attack (Force 1, replaces turn: Attack each adjacent enemy twice)Commander Effect Characters with order 66 gain stealth and self-destruct 20. Characters with Order 66 can be in a Separatist squad with -2 DefenseStand at attention clone when you speak to me!

Special Ability:Landspeeder: At the beginning of an adjacent ally's turn, if this character is not activated, you may move this character up to its speed. Place the ally adjacent to this character. This character is considered activated.

Special Ability:Landspeeder: At the beginning of an adjacent ally's turn, if this character is not activated, you may move this character up to its speed. Place the ally adjacent to this character. This character is considered activated.

You could do that. Troop Cart works more slowly. The ability above would let someone use the landspeeder and then use their own move/attack as well. Such a big movement breaker would necessarily be expensive. Partially tempered by being on a huge miniature (assuming Flash Speeder as the RM).

Special Ability:Landspeeder: At the beginning of an adjacent ally's turn, if this character is not activated, you may move this character up to its speed. Place the ally adjacent to this character. This character is considered activated.

I can already tell you, this is not going to make it out of playtesting. I'm also not a fan of the basics of how it works, either.

Special Ability:Landspeeder: At the beginning of an adjacent ally's turn, if this character is not activated, you may move this character up to its speed. Place the ally adjacent to this character. This character is considered activated.

I can already tell you, this is not going to make it out of playtesting. I'm also not a fan of the basics of how it works, either.

A little rewording to make it basically like a non-flight version of Tow Cable and it may be something (a non-Flight Tow Cable is what I think Mount should have been instead of what it is).

Joiner (Each allied commander can count distance from this character as well as from itself for the purpose of commander effects. Up to 3 Non-Unique Living characters of any faction may be in a squad with this character, those characters gain Killik until the end of the skirmish.)

No. Screwing up squad building in this way is a bad idea. Very bad.

Quote:

Camaraderie (On its turn, an allied Mercenary character may use 1 Special Ability from any allied Mercenary character within 6 squarse.)

Camaraderie does not work this way. I left it fairly open in the glossary, but it will not work like Force Meld.

Quote:

Commander Effect Mercenary followers, including this character, within 6 squares ignore the movement restrictions of the Mercenary ability.

This is why I do what I do. This does not work 100% you want. You also are not going to benefit from being a Mercenary, while removing the restrictions. It's either remove Mercenary, or a CE to help Mercenaries.

As for Landspeeder as another Tow Cable, good luck balancing Republic with 3 such movement breakers.

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